#MidiQOL
1 messages · Page 4 of 1
Sounds good man, yeah
Wdym?
Delete the one on your sheet and re-add it so there are no changes to it
Do you have the AA template macro imported?
I believe so
Go into your macros folder and see if you see this
Yeah
Cool
Now in the bonfire go to item macro and paste this
if (!game.modules.get("advanced-macros")?.active) { ui.notifications.error("Advanced Macros is not enabled"); return }
if(args[0].tag === "OnUse"){
AAhelpers.applyTemplate(args)
}```
And add ItemMacro at the bottom?
Exactly
With Before Active Effects as the dropdown menu
Then create a temporary effect and edit it
The only thing you are changing rn is the aura tab
Match this
Aight
Now go in combat with the 2 people you wanna test with
cast the spell and put the template next to the enemy, not on them
And have the enemy walk into it
Does it apply the active effect icon
Yeah it does
Perfect. Now give me a bit to automate the overtime effect. Keep in mind it will only apply when they enter it. So if they leave it won't stick
Will it apply it if they stay in the same spot?
As long as they are in the template they will have the active effect
I don't think so but I'm testing
No worries thanks m8
to make life easy, Imma make an advancement dice for this specifically
Not using the above dice rolling?
well you said it didn't work so might as well do this
I guess you could name that to cantrip scaling and use it for all of them
That use a d8
Yeah I really want to avoid that if possible but for now I'll use it
I don't think we can use advancement so let me try the formula
Overtime Effect turn=start, saveAbility=dex, saveDC=@attributes.spelldc, rollType=save, saveRemove=false, damageRoll=(1+floor((@details.level + 1) / 6))d8, damageType=fire, label=Take damage upon entering and/or end of turn
Won't apply if they move in during their turn, the damage that is
But as long as they stay? I am going to test this to see if the scaling is correct
Correct
At level 9 it did 2d8 for me
If it doesn't then just hardcode it and make a note to update on level up
Hmm it doesn't even apply the damage at all
Let me dm you mine
Definitely getting some pretty wacky errors
Also make sure your scene is active
Oh wait that matters??
Ah well didn't know that
Was your scene active while testing?
I have set the settings so when A targets B and attacks with something Attack and Damage are automatically rolled, and Damage is automatically applied.
But when it comes to AOE spells things go differently:
For example: Let’s say A shoots B with a fireball, I click to cast the fireball, I place the template, B is automatically targeted and attack and damage is automatically rolled. BUT then I get the message in chat, an option to roll dexterity save for A… instead of B for some reason. Even if I roll dexterity save (for A 🤷♂️) nothing happens afterwards.
How do I set it so that when spell is cast and creatures are targeted in AOE, THEY roll the dex save and not the ATTACKER for some reason.
Is the fireball set to self anywhere?
Hmm… I don’t know, I am gonna check it tomorrow when I get to my PC.
I have creatures with or similar to this:
The render makes a claw attack against each creature of its choice within 10 feet of it.
How can I make a macro for this where Midi can handle this as several separate melee attacks? I think the current function is to roll a single attack and check against all targets.
Why not just click the attack button again from the chat?
It can hit creatures within 10', so there's a potential for a lot of targets there. Plus I'd be selecting a new target each time. Could be a lot of clickthrough each time this creature uses it's ability.
The way I would personally do it is just target everyone and roll the attack once in this case. Makes it quick. But I'm sure someone here could make a macro for you
That's the default function yes. I'd normally not look to change it, but these creatures are actually going to be under control by players and we all agreed a single attack against each target seemed most fair.
It rolling a single 1 and missing 10 times would kinda suck, for instance.
Is there a way to put into an effect to subtract a d4 from a creatures next saving throw?
A specific one, yes but also all
So like -1d4 to all saves and -1d4 to dex, for example
For all
Oh beautiful
data.abilities.dex.save
Another question: would it be possible to give advantage on one characters attack roll on a target with an effect?
I.E. true strike
And then go into duration and set a special duration to expire when they make a save
Beautiful, thank you
I create an empty AE so it's there as a visual reminder and then just have the player hold the advantage key (alt) when they attack
Makes life easy
Ah gotcha, that is fairly easy
Another another question: I want to deal damage to everyone within 5ft of a character, how do I set up an item to do that?
Look at how thunderwave is setup. Just make it so the range has special in it's last block so it doesn't target the caster
Thunderwave is from a point
So it is template
Is it possible to make it to where it automatically applies without a template?
There have been times where I used a sphere of like 8.75 to make it work how I want
Target people instead
I believe there’s a way. I’ve done it before. Though I can’t remember how
Create a feature as shown.
In the ItemMacro, copy paste the following, and make sure to change the name of the weapon that the attacker will use, if that's not "Claw": ```js
const item = token.actor.items.getName("Claw"); //make sure that you change this to the name of the weapon that the attacker will be using.
const mod = token.data.width;
const range = await canvas.scene.createEmbeddedDocuments('MeasuredTemplate',
[{
t: "circle",
user: game.user.id,
x: token.x+(modcanvas.grid.size/2),
y: token.y+(modcanvas.grid.size/2),
direction: 0,
distance: 12.5+5*(mod-1),
borderColor: game.user.color,
fillColor: game.user.color
}]);
for (let target of args[0].targets) {
game.user.updateTokenTargets([target.id])
const roll = await MidiQOL.completeItemRoll(item, { workflowOptions: { lateTargeting: true } });
if(!roll) continue;
}
await range[0].delete();
The macro will go through all the targets one by one.
If you cancel one of the targets, it should jump to the following one.
When the macro has gone through all valid targets, the template will be deleted.
If you don't want the template to pop up at all, delete everything outside the for loop {}, except for the 1st line.
Is there a compatibility issue with Midi and better rolls 5e rn? v10
Not compatible at all.
If Better Rolls gets a maintainer, tposney has said that he will try to maintain compatibility 🤷
I mean, better rolls Doesn’t work at all. So I guess there’s no need for compatibility
better rolls isn't even showing up in my game settings menu. All I have active rn are midi, better rolls, and tidy sheet
It will not be shown as it has not been updated to v10 (and the module.json has a totally invalid format for v10).
Okay, I just am having trouble getting midi to automate with v10
Automate what?
combat specifically
There are some issues with hits and NaN that will get fixed on the next release
Modifiers on saving throws and skills too
no worries, im no pressing. Just wanted to make sure i'm not on an island. I've been using midi automation for a long time now. I feel like I've lost a vital organ wo it
i feel you
I'll just happily stay on my v9 island for months
Yeah, might revert for the time being. If i've updated my modules do I need to revert that somehow
If you backed up your /Data directory you won't need to since modules are in your /Data/modules directory
okay, cool.
Hey is there a way to use a better calendar than simple calendar, or at least find a way to fix the concentrating so it actually drops after an hour? Concentration never seems to drop automatically from players outside of combat
Im still on the most recent stable V9, i havent updated to v10 just yet
Why not use simple calendar and small time
It works fine for me, do you have midi managing concentration?
I thought I did, but honestly at this point im not even sure
I have about time and times up installed, just threw in about time after watching a tutorial but it hasnt done anything
About time is only for niche cases that you need to programatically create events that will do something at specific times
Make sure this is on in your Workflow settings
do you have Times Up installed? not sure if that's required anymore but I do have that going
hmm... it definitely works for us... non-concentration stuff too, like Shillelagh
the effect on the character in question is coming from dfreds convenient effects. I don't know if that matters
Do the effects show a duration?
You might want to use DFreds Effects Panel, you can see how long each effect has remaining
Is that a seperate module or is that just something i can open up
Set the duration in seconds to 3600 and see if that works
It's a separate module but really is so good it should come with convenient effects
I don't think concentration itself typically shows a duration.... just the effect that you're concentrating on should have a duration
Yeah, but the issue with that is that a lot of the times they will cast a spell like call lightning, or something similar and after the effect goes away, concentration stays
I had concentration on acharacter for 2 weeks
keep having to manually delete it
there was some issue with concentration not being deleted a few versions ago – is your midi and DAE up to date?
Setting duration to 3600 did auto delete it when i advanced time an hour
All modules are up to date as of 2 days ago
I wonder if it might not be that because concentration itself doesnt have a set duration that maybe i need to edit that effect itself. But i dont know where to open effect panel like you had said
if you open any item (spell/feature) there should be a tab for Effects
edit the effect and check the duration
or if they're all in Convenient Effects, you need to open them in there
in conditi0on lab concentrating does exist though
when i enable concentrating as a convenient effect, it does not place an effect duration on the character
ah OK I'm out of my depth... I don't use CUB sorry
I do use Convenient Effects.... not sure if they play nicely
But midi + CE does work for concentration
im using convenient effects, I just also have Combat utility belt
I thought that it may have been calling on that condition, but it doesnt seem to
The CE effects definitely have durations on them
I would try disabling CUB and see if things get better
Hmm, then i wonder what exactly is causing the problem then
Just to rule that out
trying that now
It could be a bug in the latest midi... I'm a couple of versions behind
Really? What happens if you manually apply a CE to a token? Does it have a duration?
using the convenient effects, and then trying to use the right click menu to add it does the same thing. No duration
im seeing if this might make a difference
Ok, i may have somehow fixed it
I had a module called temporary effects as token statuses
disabled that, went in casted a spell to see
oh yeah I binned that a while back, it was messing something up at our end too
had him cast his usual call lightning
Yup, i think it was destroying my stuff too, though now i want to test if the convenient effects normal has that duration
also, is there a hotkey i can deselect all
it's a shame because I do want that feature.... maybe it will be better in v10
i have a bunch of tokens selected
Escape
click + drag on the canvas
there's also this setting
They're talking about targeting
Ahh, that fixed it, clicked a token and selected the target option
I have a multi select target, i can hold alt to target multiples
You can press t to target
You can do that on core though. Just hold shift and press t
learn something everyday
So, if i apply the concentration effect via the convenient effects panel it does not have a duration
but, thats not a big deal as now at least spells will go away
You don't want to do it like that
yeah, i very very rarely have
Let midi handle applying concentration
This might come in handy as a hotbar macro:
const targets = game.user.targets;
targets.forEach((t) => {
t.setTarget(false, { user: game.user, releaseOthers: false });
});
Clears all targets with one click
I'll still probably just do t t
Or change the setting to untarget at the end of your turn
Omg, lifesaver Lukas
Im probably going to keep that as a macro, just incase i have something that auto targets
I do have next up, and it will do exactly what you said
but if im not in combat, and i accidentally hit a specific key, that i donty remember which one itis
it auto targets everything in my area im looking at
Very very frustrating
Also ```js
game.user.updateTokenTargets()
I also have macros for target all allies and target all enemies if you want those... we came from Fantasy Grounds so were used to those buttons
This is my first VTT
So im heavily learning all of it. Its even the first campaign i am dming, and its only the second campaign ive been in
What would this do
Probably giving a more elegant version than the one I got from #macro-polo lol
Just wanna say btw, yall are always helpful
Thank you
I do love all the capability of foundry and the modules. I'm waiting probably another week or so to update to the v10 stable. I just wanna make sure all my modules are updated and i can double check and save my current campaign with a backup
Clears user targets
If you pass it an array of tokenIds you can change the targets to what you want
There are so many modules that are adding features and bug fixes to v10 only... really makes me want to upgrade. But there are some big ones that still aren't ready so must be patient
Is Active Auras working ok on v10? 
I personally don't see myself updating anything till my campaign ends, which knowing us will be 2 years
Everything works how we like it so don't need to stress about modules being out of date
I have Midi set up to do all the cool stuff with a target, so rolling an attack without a target just does... nothing but paste the card. When we're in a section where a formula needs to be used but there are no tokens (because there is no map), is there a way to force both an attack and damage roll? I can do the latter with ALT+CTRL+CLICK, but I need both.
We're on Level 6.... it's been about 18 months
Oh boy
Bruh I'm okay with slow levels but yikes
Honestly thats pretty standard
not in any game I've played in.
You gotta go look at how fuckin big that dungeon really is. Including if you add in the extra dungeon areas
DoTMM is HUGE
We're 10th level now... we took a side quest to do Demon Queen Awakens (to really take Foundry for a spin)... now I don't really want to go back to DotMM lol
oh wait nvm you're talking about mad mage not character level
Like thats just level 2
Really?
We are at level 2 right now and honestly they havent even gotten close to dying
Usually it's the intellect devourers
It is roughly one character level per dungeon level, but you start at 5th
Sometimes it's that cursed heart
Yup and INT is our party's fave dump stat... bunch of idiots
Ahh, see i have too many chars with int
Party consists of a warlock turned blood hunter by way of some secret dealings with the fey. A dracobold paladin, an aasimar tempest domain cleric, tabaxi way of the long death monk, and a goblin bard npc they hired college of lore
paladin is an oath of the crown as well. So all around a very fun party
I was hoping they would take one of the other hired npcs I made, but they loved the chaotic goblin
I found a class I really love the concept for, the juggernaut class. And made a warforged around it
Hey peeps, using DND5e. Is there a way to use flags.midi-qol.OverTime as a self buffing use? I wanted to make a charged ability that gains XdX per round the item has been charged. I kind of see how it could be used in that way, but not sure if the damage addition would work well, any thoughts?
Can you give a more detailed example?
Sure! I got a cannon, that when charged, will add 1d12 damage to itself for each round charged, and after X amount of rounds up to a max of 5, it can unload the entire barrage. So potentially doing anywhere from 1d12 - 5d12
On a side note.. The Expanse is my favorite show of all time.
Sure
Make 1 overtime effect for it at 1d12
Then in the details tab of the active effect, change stackable to this
You'll just have to roll the feature every time you want to add it
Ok, I suppose no way to automatically repeat it eh?
Probably with a macro
You could always move the feature/spell that gives this bonus to the macro bar
Just make sure target is self
Ok, thanks dude! I appreciate it
game.dnd5e.macros.rollItem("Your Item Name Here")
Someone smarter than me can make the macro to limit it to stop at 5 runs
Will it dump all the additional damage if the target has more than 1 type of attack?
dumb?
It really depends on the flag you use. So say you use the mwak flag, ALL melee weapon attacks will get this bonus
dump* sorry
ohhh ok
@tawdry sail by change item type, what are you referring to?
So say I had a spell item that I want to have a DAE effect applied to. I want to have a hook that looks at the item ahead of time during the preItemRoll hook, to see if the effect exists on it.
If it doesn't exist I want to add the effect, which involves removing the item and recreating item. I want to edit the workflow to 'point' to the new item after that
it cannot check itself, since it has NOT resolved yet in the loop when applying the DAE effect
Unless you're looking for a different active effect
I see. Is there any hook I can use to check before an item is used to see if the item needs to be 'remade' with an active effect on it?
Sure, you could write a world script to do this, but it'll complain about all items except the ones with active effects
not every item needs an active effect
Out of curiosity, what is the end goal you are going for?
I want to have a repo of active effects where if an item is used and has a matching entry in the repo, it will automatically apply the active effect and apply it to the item before its even used.
That is what midi with DFreds CE do
With matching names
I am trying to combine this with some other automation I did with animations of spell effects ^^
You can do that too with automated animations by making templates
That's how I have my game setup
Even with token magic fx
Yeah so I am using automated animations. I'm effectively combining multiple modules with my own. I have a large repo of macro based effects and I generate an AA config for that. I then want to combine that with the DAE stuff too (as currently my dae animations require manual setup)
guess your best course would be to make 2 item versions, then you can grab the json for the completed version. You can modify items unedited version with parts from the json schema on the fly. However every time you refresh that data is gone. It's also going to slow down your performance each time you need to tack on that data again. I'd say just make a master item compendium and keep that up to date. If you DDB importer you can set the DDB items to be it, each time you import a new character, you can set to auto grab from that.
That makes sense. Part of my reasoning for this was that I noticed my DnD groups was often sourcing their spells and items from multiple different locations and such. I wanted to make a module that works for everyone out of the box and in the background. Just a thing the DM can toggle on/off in the module settings.
Example there is if someone used 'Blade Ward' it wouldn't matter where it came from, it would still end up with the correct active effect
Yeah I think that a master compendium makes sense. If you spend the time making it once, they can use that then to drag the items on their character sheets
I'm worried about getting it working for things that are unique so some books though. I don't want to accidentally copyright infringe.
You could however write a world script to check the item vs what's in your master compendium and if they don't add up. copy over it
You only gotta worry about copyright stuff if you intend to publish or resell any parts of it
Will you be publishing it as a module or is it for your use with things you created?
else it's what you do on your server is your own business
even when streaming it on lets say twitch or youtube
If I have only the DAE effects and the names, would that cause any issues?
Because if that is allowed, then I can publish that with a script that would combine the effects with the items they have made themselves
Something that would merge the entities they have obtained from elsewhere
I think the full description being present is where the check for copyright is made (and name)
So you mean the name is included in something being disallowed?
There’s no check for copyright
You can import the full text an ability from DDB with no issues.
I don't mean that Foundry software checks or something like that.
You can import from DDB stuff you own or someone has shared with you
But if you want to publish a module with something that is not included in SRD and provide full description and names you are at fault
At least that's what I gathered from around here 🤷
So it's latter bit I am confused by. Is it if you publish the description and name, or just the name? Ideally I'd like to be able to put the names of certain spells into a json object. Something I can use to map an effect object I have made to an item that someone already has imported.
I can't think of any other identifier other than a name
You probably need to ask foundry staff to clarify that.
I cannot say and not something that can be solved in #1010273821401555087 as many of the mods that would be able to help might not follow here all conversations
Yep, sorry that got a bit off-topic. Thank you guys for your help though. I've decided that I've going to use the updateItem and createItem hooks to handle my effects. I just need to watch out for infinite recursion 😬
There is a degree of irony of going through all of this when 80% of what I want is already handled by the midi-srd compendium ^^
you can make what ever you want, with full description, name and all that, as long as it is for your own use and do not distribute it.
the name is of things like spells or feats or whatever are copyright protected, and you would not be able to use those in a module you wish to distribute, unless they are in the SRD
Here ya go.
Import the .json attached for the Aura of Fury feature.
(Save locally the attached file, create a new Item in the Foundry sidebar, right click it and import the .json)
Then create a script macro in your hotbar or macro folders, name it AuraOfFury and copy paste this ```js
const effectName = "Enraged"; //change this to match the effect name you created in DFreds CE.
if (args[0].failedSaves.length) {
const targetActor = args[0].failedSaves[0].actor;
const uuid = targetActor.uuid;
const hasEffect = targetActor.effects.find(eff=>eff.data.label === effectName);
if (hasEffect) await game.dfreds.effectInterface.removeEffect({ effectName, uuid });
await game.dfreds.effectInterface.addEffect({ effectName, uuid });
}
Before dragging the item on the character sheet, go into the DAE and change the aura radius to match the one you want. I made it 15ft and forgot to change it.
(and for duration set it up in the DFreds CE as well)
Something I've been thinking about for a long time is if there is a better way midiqol could help with dual wielding and "off-hand" attacks in 5e. Just thinking potential improvement. In my own case I've built a pretty fancy macro that solves it, but I thought maybe midi would be able to handle it better.
If an actor who dual wields with the feat there are three potential ways to attack.
- "Main Hand" attack damage (weapon damage + ability modifier)
- "Off Hand" attack (only weapon damage)
- "Two Hand" attack (versatile damage + ability modifier)
The problem basically turns up if the player dual wields weapons with versatile, since it gives three options and not two.
Something quick and dirty.
- In the Damage formula, put the damage without the
+@mod. - In the Versatile formula, put the Versatile one.
- In the Other formula, put the damage with
+@mod.
Roll with the right key shortcuts.
Boom 😄
But in the end you can/are gonna/may have different weapons for main and offhand, so why not change the damage formula accordingly?
Yeah, that somewhat works, as long as you don't autoroll damage.
Well, maybe I'm just an unlucky DM here (or lucky?) 🙂
I have two players who dualwield and they switch weapons all the time during combat. And at least one player basicly has one-man army as a concept and carries around 5-8 weapons during any combat. 🙂
Having two items for each weapon would clutter the inventory quite a bit.
I can think of a macro that the player can run, choose main and off-hand weapon from a dropdown menu in a dialog and it should auto-change them accordingly
That is basicly what I have.
I love the icons!
🙂
Is this to make an attack?
Yeah, this is if it melee.
This is if ranged.
My macro works pretty well, but it's pretty agressive on the back end.
I meant more like when the player wants to change up what they use as main and offhand, fire the macro, choose main and offhand weapons from the list of available and/or permitted weapons and mutate them to deal the right damage.
And will keep on using them until they revert the changes or pick others
I like this thinking.
Like a "what am I wielding" sort of macro?
Yeah, Off to battle, pick your weapons and just use the items normally as they will have the correct damage formulas set, (warpgate involved) and when the player decides that they had enough, Revert the actor back to get the normal weapons damage or use the macro again to choose different ones
Yeah, that would take some work and thinking. But I like the idea.
I will take a quick stab at it 😅
I don't like hotbar macros that much, as my players keep messing them up, so I will make it happen when you roll the Dual Wielder feature.
I agree completely.
I guess the only problem with that is that it won't work unless you have the feature (you techically can dual wield without it)
But then the versatile problem probably wont show up.
Hmm can be expanded as a general feature Dual Wield that has some extra options for second weapon when the actor has the Dual Wielder feat on the character sheet!
The more I think of it it might make sense to have a weapon loadout kind of macro, that you can choose with what you want to attack and make the appropriate changes 😅
(and equip/unequip shield...)
Why do I keep digging myself into this holes
Well now, it started small 😅
Hehe.
But ignoring the armor and all the other stuff on this.
The basic Idea of choosing what you hold in your hands is a great one.
Either through a macro, or a module hud solution.
OK the first part is working! Now to make it more robust 🤔
Anyways got meetings and I am already late 😅
Wow, that was quick!
What system is this for and how do I get my hands on it!?
Hehe, 5e.
This is just one of those brainthings that latches on to @violet meadow s brain and he turns it into magic.
I look forward to seeing it too.
YES! it would be cool to see an equipment interface.
Hey, guys!
Tell me plz what im doing wrong.
My target have 15 AC, player hits 17. Mod tells that this is a miss. Why?!
im using Foundry v10
I can attempt... you have screen shots of how its being calculated and the whats being rolled in chat?
hello there, I believe MIDI might be drunk I just missed on a 25, but hit on a 19 ^^
no idea on why
my setings
Known issue, fixed in the next version
That next version hasn't come out yet
ahhh okay, happy that im not crazy ^^
Hello, Someone have an example for this option in Midi-qol? Auto target for ranged spells/attacks If the item specifies a ranged target with a target type of creature/enemy/ally then all tokens within range of the caster will be auto targeted when the effect is cast. “enemy/ally” are enemies/allies of the caster.
Sorry, what kind of example are you looking for?
I don't understand what it does
If I cast magic missile. It will auto target every token in front of me ?
If you do not select any target then it will auto target every valid target within range for you. It is just to try to make it easier if there's only one enemy around so you don't have to target it.
I have a resource on a player called "tally" (its resource 2). Every time they make a kill with a specific weapon, I want the tally to increase by 1 (to a maximum of 5).
I've been suggested the only/best way would be some kind of onUse macro?
(I originally asked in macro polo, but was told I should ask here instead haha)
Thanks, it clear now.
I'd go with a world script for this unless, you want to add it each item
its only for one player, and on one item they use... wouldn't a world script make it universal?
or do you mean a world script, with an onuse trigger of some sort?
well if it's only for 1 player and 1 item doing it, then on use is fine
suppose you could do an damage bonus macro to handle it
yeh its a special ability im homebrewing for a player. They are collecting souls with their scythe. Thought it sounded fun.
ah I have that setup in mine
but they needd to get the 'killing blow' with the scythe
which is where I hit a wall lol
adds a number based if the creature has a soul or not to be collected
In this case my player has a large hammer to squish thing
that would be a cool addition if I could add that it only works on like... humanoids/beasts/etc
but I suspect thats additional complexity, especially as I don't even have the basic premise working yet haha
I have macro'd to filter out undead and fiends
is this something you have on your patreon already?
cos I have that
(I'm way behind on getting your new spells, I keep getting email updates judging me)
no it's not
lol yeah I did release a few updates the other
none of my stuff has been updated for v10 yet
between you and ASE I have most of my complex spells covered now which is great
Except yours are mostly "exists, but I need to actually make some time to copy them across" lol. I may do that tonight actually
but yeh, did you do the souls thing using a world script or an onuse?
on use, i'll send you it
If you don't mind, I setup the automation I want regarding save dc. But is there a way to not have a "delay before rolling for player" I have sometime an Issue where the player add the damage manually on top of the auto damage after the delay. I don't know why sometime the roll for the save isn't register by midi-qol. But it could be an issue with dndbeyond.
Hey all, I'm trying to basically copy the cloudkill spell and turn it into a feature, then tweak details. (my end goal is the 10th level Circle of Spores feature: Spreading Spores). For the life of me, I can't figure out the nuances of the Item Macro. anyone want to assist?
I think the cloudkill that I have is a result of importing the spell through MrPrimate's importer, but it works perfectly. can cast in another area, is an aura (so automatically applies itself or removes itself while in the template), only triggers at beginning of turn or upon entry to the area.
I would just straight "duplicate" it, but i wanted it to be a feature, not a spell...
Hi guys ! my Midi QOL won't work (stops any rolls from entering chat), and I have these compatibility errors since I updated to V10. Here's the error when I activate midi QOL in console:
I'm wondering if it's my socketlib that's screwing up ? Or if I'm having migration problems.
Without midi QOL, I get normal chat prompts, but with Midi QOL activated, nothing happens when clicking in sheet to roll any attack or item.
Thank you !
Do you have an Overtime effect on the token that displays this issue?
By overtime effect, do you mean an active effect like a condition, for example stunned (with Convenient effects)? Sorry for my ignorance !
Yes an Active Effect that has a midi flag for Overtime
Heyo, is there a way to stop midi from removing damage buttons on unresolved attacks?
Trying to queue up multiple attacks before resolving damage, and that happens.
I have "remove chat card buttons after roll" set to off but that doesn't seem to be it.
Are you on v9 or v10
V9
Can you export your midi settings and dm them to me
Will do
Are you rolling the damage before making each new attack?
Can you elaborate on what you want
I need players to make a set of attacks and resolve the damage after all the attacks are made.
So, 2 attacks from the fighter
And then we resolve damage
So effectively the only issue I have is that the button to roll damage no longer sticks around if I roll the same item/spell later
Ahh, idk how to do that
Was wondering if that's just how midi works, or if I'm missing some settings
It might be how midi does things
Someone else may know of a way though, so don't give up hope yet
There isn't a built in way to do that
If it's the same item then what you want can't be supported currently. Midi keeps a single workflow per item, so when you roll the next attack for the same item, the first workflow is removed.
Gotchya, cheers!
How would i set something like that up, to work with the midi devils glaive. It doesnt effect construct or undead but i dont know how to exclude them in a filter
Bearded Devil's Glaive attack?
I think its technically based on that, but its in midiqol items.
one of my players has this that they managed to get from a boss
Ah looking at it, there's a bunch of things I would enchance on it
Add in the exclusion to auto kill itself
add a dialog start of the turn to ask them if they want to spend their turn removing it.
Oooh, i do like that. How exactly would i go about that?
also I would also change up the way it hooks, I would use the active effect already on them
instead of adding some random hook which could stay on them
I would create another entry there and use SetProperty on it
On the "each", you can set a promise dialog
in the "on" you'd get their type, then add in a kill if it meets it.. getting the active effect id and removing it
I'm a little lost to be honest, would you be able to join a vc and show me? or help me set this up
sure
So, I thought the 'other' field was the way to make magic weapons do their bonus damage? eg. flametongue weapon would have a normal damage of 1d10+mod, and then the 'other' field would have 2d6[fire] to roll the extra fire damage?
but midi doesn't seem to like that, so I'm not sure how I'm meant to do it haha
oh can it not be done as a manual roll?
oh... actually I think I prefer it inline
as that opens up some flexibility on the versatile damage for this custom weapon
will midi handle the immunity/resistances etc for multiple damage types in one line like that?
Yup
not just the final part
damn thats a shame
What's wrong with the other field
well on this particular weapon, I only wanted the bonus damage to apply on the normal damage, not the versatile
which is why I was using 'other' as a manual button press. but that doesn't work
if I turn that option on in midi, then it'll apply to both normal and versatile (I assume)
I'd considered trying to do it via DAE but that would also apply to both normal and versatile so that doesn't help
Then I would make it 2 weapons. One with the fire damage in the other field and no versatile damage, and the other that is just the versatile damage
yeh, that's what the weapon is already set up as. I'd been trying to tidy it up into one weapon
I'm sure someone in #macro-polo could make something for you
@chrome gale
Maybe with an activation condition that checks that the roll is not a versatile one,
This way you could put the extra damage in the other formula
I think that :
!workflow.isVersatile
Would do it
where would I put this?
In activation condition
Well they want it not versatile
That why I put a ! …
where's activation condition as a field? I've only ever seen the term in the 'required for effect activation' tickbox (which I've never used lol)
ahh by actvation cost
so ... that, plus the ticked box, would mean DAE effects would only apply if the damage is not versatile?
if so, that's very clever, and opens up a bunch of things, I didn't know you could restrict dae effects like that
No, don't tick also roll other
no sorry I mean the ticked 'true required for effect activation'
The activation condition is used to filter active effect applied or other damage applied
You don't need to tick anything if you have your midi settings to check for that
There is also a setting in midi to use the activation condition for other
Probably isn't a correct activation condition
the only reference I can find is in the midi changelog
Put back rollOptions in the arguments passed to onUse macros and added isVersatile.
I would ask in #macro-polo for a macro to only add fire damage in the item macro of the item if it's non versatile
I haven't been able to find any examples of any activation conditions, is there not a wiki or something for them? they seem quite useful
even if not for this specific case
It's too late to start a macro polo conversation now as I need to sleep, so I'll just leave this here for now in the vague hope someone might have some inspiration for me :
If anyone knows the right syntax for an activation condition for - weapon damage roll = not versatile - please let me know 🙂
you mean not versatile
well yeh, that too.
@proper burrow flags.midi-qol.advantage.skill.acr | custom | 1
Thank you! I think I understand how to do this but if it doesn't work I'll get back to you 😛
It worked flawlessly, thank you!
Is it possible to add context notes on certain rolls via Active Effects?
How do you mean
umm so
idk if context notes on rolls are a thing in 5e foundry
but in pf1e foundry the chat message for a roll often contains context notes
So something like this?
yes as long as that comes in the same message with the roll
Let me test
actually, i think the 'flavour' section of any message might work for this
Is this advantage on acr a permanent thing or temporary
temporary
Homebrew or dnd feature?
Oh I know, I'm just wanna make it the way you have it
the context note i want to apply is the + int mod on con checks
to maintain concentration
con saves sorry
cuz you cant just apply it to all con saving throws
oh wow theres a concentration save varibale
I can explain how to get the notes quickly in a voice chat if you want
Can you listen along while I talk and screenshare?
nop, only got one headset and its connected to the work laptop
All good
So this is how I would do it
Do you have the module convenient effects?
And dfred's effects panel
um i dont know, this is a game hosted by someone else not me
i'd want the context note to go here
It would be its own separate box
oh
is it not possible to put it in that particular section?
on rolls
they're basically tags right
ah okay
is it not possible to add a new box in that section?
i see
but what if i want every con save roll to have this text at the bottom while the effect is active?
I don't know of a way. But if you create the active effect from convenient effects and have the effects panel module, once you click a token, you can see the description (that you put or that was put by dfred) in the top right
The chat effect will pop up on when the effect is first applied and when it is removed
one last question if you dont mind, where on the sheet do i roll a concentration save from, specifically?
Don't think you can. Now I went to heavy automation from the get go but you'd want a requestor module. I use let me roll that for you paired with fail-save-lmrtfy-midi (this one adds an option to fail any requested check with a value of -1) or one of the monk modules (idr which)
Then if the target is concentrating and is damaged, they'll be asked for a concentration check
So if you're testing if the advantage is working
Just subtract a bit of hp while the token has the concentration effect on
ah
okay ill try that
i think the dm has some module for auto concentration checks while damaged
I know it works in my game since one of my players is a bladsinging wizard
midi prolly
Unless they are using CUB for that but idk why you would
do you have gm level permissions
nope
Well you can test it's working with what I mentioned above
yea im checking
also um is it possible to have the effect toggle on automatically when i press the button for the feature
If the midi settings are setup right, then yeah
cool i'll ask my dm
You can test it quickly
Add the active effect for bladsinging
Just make sure this is unchecked
And make sure the target is self
Then just roll it and see if it works
Otherwise the dm needs to change the midi settings
alright let me do that
I use this option in the workflow settings
im not seeing the Target section
and workflow settings is inaccessible for me cuz im not the dm 😦
AE
Not AE
oh okayyy
lmk if that works
didnt seem to work
Looks like you'll need to change midi settings then
But let me test it real quick on my end
Export your item and dm it to me
how do i export the item
also i cant change midi settings
have to talk to the dm about it
Yeah I know. Just letting you know for future reference
To export, drag the item to the items tab on the right, right click and export
Or just tell your dm to join this disc and we can help him set it up
ill ask
Hi guys, using QOl's over time and DAE can I setup a charmed condition to affect a character 2 rounds after an attack?
That would need a macro, using about times exposed functions
Hello again knight in shining armor 😄
So yeah I was thinking I'll keep a "secret" condition on them for 2 rounds and on its end the charmed would kick in on a failed throw.
Like a chain reaction. Or would that be too complicated?
Will need a DAE effect with a duration of 2 rounds and when it gets deleted a macro will trigger the save or charmed
It's easy enough but I am on the move now
I'll try set it up, but when you have the time and aren't on the move drop any suggestions, thanks!
@violet meadow
Nope, it's not there to begin with.
Ah the top part of the screenshot is without midi?
Yeah.
Damn I remember a setting for something similar. I will take a look when I am home.
Or was it in tidy5e what I am thinking off?
There is a setting for show details, but that doesn't change it.
Neither does the merge.
Might be a bug I guess.
Maybe should wait for the new version before posting a bug
You're not running any other roll mods are you
I remember seeing this before and I think it ended up being a classic Better Rolls bug.
Also I only just found the misc setting for moving the roll formula to the tooltip. My cards are so damn clean now.
Also I appreciate that the meme is updated for RSR but hopefully we don't need to include BR since it is kill.
The meme is gonna look wildly different when v10 is the new normal.
The Ghostbusters reboot?
Ooh, put the reboot and the original together!
Put the two together like a movie poster with BR crying in a corner in the back
It'll be the trashcan, haha
or that "they don't know" meme
Tried with every other mods off and wasn't working. No active convenient effect activated, no conditions either. Is there anywhere else I need to check for the flag for Overtime? not familiar with overtime
What are you trying to do?
still trying to fix my Midi qol, nothing will appear in chat
V10?
yessir
Ahh, then I can't help. Stayed on v9 so everything wouldn't break
So does this happen with all actors and all items?
Can you get an actor from the SRD Heroes compendium and use that one to attack?
OK this seems to be an issue with OverTime effects being present when in combat
Are you currently in combat?
Hey, not sure where to ask this but I’m trying to make a custom effect that when placed on a creature, players who target and attack it gets a +1d4 to the attack roll. Not sure what I’m doing wrong but it doesn’t seem to add the d4 to the roll
yep all actors and items. Lemme check for SRD Heroes compendium. Currently in combat yes, should I desactivate it to test?
Oh, without combat active, and testing with a Hero in compendium, midi qol auto rolled !!
@violet meadow
Yes
You have on one of the tokens an Overtime effect probably
One like a Hold Person
or something like that
Where can i check that? Cuz in conditions and DaE, there's nothing
maybe an aura or some shizzle?
So for the tokens on you map, did you check their effects tab in the character sheet and had nothing?
Do you have an aura in place on a template on the map maybe?
Yep paladin has an aura
which was kinda bugged after migration, other pcs had it without being within 10ft
I'll double check. Now I know it's my actors that have a prob.
Active Auras are not v10 compatible (yet)
Desactivated it but maybe something is still up with it..
At least it works with other actors. There is hope ! thank you so much
I would disable ActiveAuras from module least for now
Update: without combat active, even with tokkens that have the aura still on, midi qol will roll
Yeah it happens when combat is active only as far as I could see
ok so still related to conditions/effect/overtime?
in-fucking-deed!
thanks for your help man !
Out of combat is fine. In combat, Midi Qol wont roll anything.
I will try removing all effects.
Been trying to get this work when the creature is targeted for the attack but it doesn't roll the extra d4? Any suggestions?
With combat active, even the hero from compendium wont roll
Yeah manually delete all the auras from the tokens
even in a different map, with the Hero alone, wont roll. Should delete all auras even then?
Make sure that no Active Effects that touch upon saving throws are present in any actor that is currently in an active combat.
It can be from an Aura or on the actor itself as an applied Active Effect.
As you said that you had an Aura of Protection or something, if I understood that correctly, so make sure that all who where affected by it don't have it anymore
It should work
But use Add, not override
Now that the latest version of midiqol is released. Is anyone else noticing that the footer is missing from rolls?
(in the screenshot the first roll is without midi, the second with)
It seems the footer is actually empty.
Might anyone know the syntax for an activation condition that only triggers if the damage roll was not versatile?
Or if there's any kind of guide or list of activation conditions, that would be handy
In the readme (link in the pinned up top) you will find info about acceptable activation conditions.
It can also evaluate parameters of the workflow.
I would suggest creating a simple script macro js console.log("Actor onUse args", args); console.log("MidiQOL workflow:", MidiQOL.Workflow.getWorkflow(args[0].uuid)) and call it as an Actor onUse nameOftheMacro | After Active Effects
Then you can check what is passed as args on Use and the actual MidiQOL workflow.
And to actually answer your question, I think a workflow.isVersatile should do it
Workflow.isversatile didn't work when I tried it last night
case sensitive
Though I didn't have an onuse macro set up
Umm.. I know I had isVersatile correct, can't remember if I had a capital for work flow. I'll check in a minute. As I want it to not be versatile I also had it as !workflow.
Though is there also a workflow.isNormal ?
Oh I see what the macro is for, clever, ill do that for future reference
hmm not sure if its working as intended
I am trying to figure out when it isVersatile returns true.
I can see also a workflow.item.isVersatile that is true when there is a formula in the versatile field
I did wonder at one point if the flag was saying the weapon was versatile
Rather than the damage roll used was the versatile one
Which is two different things (one is not very helpful lol)
Probably it needs for the damage to not be auto rolled 🤔 checks
I currently don't auto roll damage
I was going to turn that on for the next game though, but I guess I won't if it causes issues
@violet meadow So I tried setting it up with an over time stack that beyond 2 stacks it will trigger a save and charmed but I bungled pretty bad.
I see in the midi code that the macroData.isVersatile is set with:
workflow.rollOptions.versatile || workflow.isVersatile
Give the effect a duration of 2 rounds and use a DAE with macro.ItemMacro
The ItemMacro itself can be something like```js
if (args[0] === "off") {
const lastArg = args.pop()
const uuid = lastArg.actorUuid
const origin = lastArg.origin //<= Dont know if that is 100% correct so check it out
const targetActor = await fromUuid(uuid)
const roll = await targetActor.rollAbilitySave('wis')
const itemOrigin = await fromUuid(lastArg.origin)
const DC = itemOrigin.getRollData().item.save.dc //I think this works, otherwise define it to what you want.
if (roll.total < DC) await game.dfreds.effectInterface.addEffect({effectName: 'Charmed', uuid, origin})
}
@hybrid heart 👆
hmmm I can see this when run as an Actor onUse After Damage Roll```js
console.log("workflow.isVersatile",MidiQOL.Workflow.getWorkflow(args[0].uuid).isVersatile) //this return false
console.log("args[0].isVversatile", args[0].isVersatile) //this returns true
So it sets it to the rollOptions.versatile, which in the case of just rolling an item is false anyways ? 🤔
Thanks!
Dont thank me yet. Try it out cause I am going from memory more or less and haven't tested it
Doing that rn 😄
oops split sec. spotted a mistake
total?
It works BTW post two turns, pops up a wisdom save and applies charmed as intended.
Ah there were 2 then 
So now it should probably get the original item's DC to save against
edited...
But yeah it's working fine, instead of item macro I used macro.execute with a saved macro and works fine.
One last question though, any way to make it trigger at the beginning of the target's turn?
Or wait, is it already setup that way?
Hmm now that is an issue. This will go off as soon as the effect vanishes from the target
That means when the duration of the original effect expires
Yup. But no matter, it's more for convenience than anything. That can be easily tracked manually.
yeh this seems to just be always false for me (unless I have the syntax wrong)
as a separate question (that at least may have an easier answer):
Is there a way to have multiple damage types in one damage field?
eg. 1d8[slashing] + 1d8[fire]
yes afaik
(this doesn't work, I've tried)
In which case does it not work?
that specific line I wrote there
as versatile for example?
does... 2d8 I think? I'll have to check
but it's all done as fire, it seems to only use the final damage type
It says slashing in the box, but the target was only immune to fire, and it took zero damage, so it treated the whole attack as fire
Yeah main damage should be one per type
Versatile and Other formula your line works
I just tried, and it doesnt' work in versatile either
it does the same thing, makes it all fire
I have not been using versatile damage that much to be honest 😄
It might just change the roll formula and gets the damageType of the main damage formula 🤷
It might be more of a system thing, but you can ask tposney about that if you make an issue.
Other Formula that I am usually using, works alright though 😅
other does the same
Immune to Acid damage (versatile) and Cold (other)
I can split the damage, eg. slashing in normal and fire in other. That works. But that doesn't help me in this case haha
ahh so it does work in other, but not in normal or versatile
in which case I'd still need to create two separate weapon items anyway, so it doesnt really fix anything. Wasn't a big deal, was just trying to streamline my items a bit
was the end result of this that there's no activation condition specific to isVersatile? (or isNormal, if there is such a thing)
You can do that
The versatile will change the first one only Piercing
ohh... you know that should have been obvious, but it never occured to me to try adding more damage lines lol, I'm so used to only having one
isNormal isnt available.
I will test a bit more the workflow.isVersatile.
Actually @gilded yacht when does this workflow.isVersatile evaluate to true? Rolling a Versatile damage will give args[0].isVersatile === true but not the workflow one.
Elwin mentioned that:
I see in the midi code that the macroData.isVersatile is set with:
workflow.rollOptions.versatile || workflow.isVersatile
This definitely solves one of my problems, thankyou!
I appreciate you looking into the isVersatile one. These activation conditions seem very useful, especially now I know they can be used to selectively activate DAE effects too. Could come up with some cool custom magic items with them
You are amazing, thank you so much! Though I'm getting an error: "Effect Enraged could not be found" 😅 And, well...
probably on event key
Tried that but couldn't make it work. Maybe due to MidiQOL settings
Oh well you use Combat Utility Belt and the one I attached is for DFrefs Convenient Effects.
Got them mixed up
I can make a Custom Convenient Effect though 🙂
I don't remember the API call for adding an effect in CUB, but you can probably find it by searching the discord.
Otherwise the DFreds should be working 🤷
Yea I just made a CE, thank you so much! Last question: Is there a way to hide the status icon of the aura (but not of the CE)?
Get rid of the auras icon
One thing that's odd - when I do the macro test to see the arguments in console, the 'isVersatile' is always false for me anyway
Yeah that was what I saw too, that’s why I asked tposney.
Interesting question. It appears it is never set to true. Generally there are two/three versions of each roll flag thing (i.e. advantage, versatile, critical). The workfkow.isCritical (etc), which is set by midi when doing flags processing, workflow.rollOptions.isCritical set by keyboard/item.rollDamage(options) and workflow.workflowOptions, set internally or via completeItemRoll.
When a roll is done (attack/damage) the 3 sources are (more or less) merged together. Arguably there really should be just one, but the complication is when you re-roll attacks/damage via the chat card keeping track can be complicated
It's all probably a candidate for a rewrite.
And yes, there is no isNormal
Why am I not getting a damage roll from this breath weapon after I have the affected actor roll a save?
It looks like the dragon is targeted, not the selected actor?
It wasn't when I rolled, sorry. That was just me clicking him for vision for the screenshot
There is the workflow.pressedKeys.critical for some extra sauciness 😛
Which version of foundry/midi are you on? I just tested it in v10 and it works as you would expect, i.e. always prioritising the flavor damage type (i.e. 1d4[fire]) over what is in the drop down.
Yeah, but that is always(?) merged into workflow.rollOptions
Are you using templates targeting in Midi?
Did you manually roll the save? Or clicked on the Save Button?
im still on the latest v9.
It -does- prioritise the flavour text over the dropdown, the problem was that it didn't allow for multiple types.
1d8[slashing] + 1d6[fire]
would result in 1d8+1d6, all treated as fire
That's a bug - will have a look
I am having an issue with midiqol where the shield spell is cast and isn't functioning to add to ac, or lasting only one turn in combat. It last for a couple seconds but the effect is never activated. I check in the settings for the spell effects and duration and it all seems fine to me (at defualt). Still on V9 of foundry
Get the module Times Up
turned out I could get 90% of that particular problem solved just by adding multiple 'damage' lines (forgot that was even an option lol). However I can't do that for versatile, so having it in-line would be handy still. Especially without the isVersatile condition working. It mostly is so I can have one single weapon on the character, instead of the same weapon duplicated for the different attacks
I found the setting in midi for it. Thanks for the help!
Followup if you're still here:
is there a way for midi to remove the template for an instantaneous effect like dragonbreath after people have rolled their saves/taken damage?
Also having an issue where spell measured templates not dissapearing
Are you in v9?
and, tangentially, is there a way for midi to display a tile or animation when the template is placed? Much cooler to have a little lightning bolt instead of the boring blue box
I'm in v10
Automated Animations should help with that.
v9 or v10?
That checkbox is ticked
v9
Instantaneous duration on spell details?
Spell Items Feats Toolkit (aka SIFT) module helps
thanks ill give that a shot
Instantaneous gets mapped to 1 second/1 turn, so advancing the combat tracker will remove it.
Ah, prefect
Midi doesn't. But I am guessing that automated animations (which works well with midi) does. Or one of the other animation/effects modules will.
I'm checking out that stuff now
maybe I have something wrong selected in settings, I can manually add the active effect for shield and it last 1 turn, but if I cast the spell itself the animation even with times up installed and enabled expires in real time, and the spell effect and never added
or enabled I should say
is there a setting to enable an effect rather than add it on spell cast?
Are you in combat?
Simple Calendar?
I have it
In the second screenshot make sure that the last option is checked, Unify Clock...
all checked
if I manually add the effects, from the side bar they work correctly
shield will only last one turn
but, if I cast the spell, the effect is not enabled from disabled, and if I remove it, it is not added.
Actually let me open the console, maybe they are not being read as the same object
Yeah there is a syntax error for things that add effects.
interesting. Do you have a screenshot?
Right, what is the AE?
that is right after after casting shield
the DAE fields
You have a Shield spell on the character right?
correct
Does that spell have any Active Effect on it?
Alright a screenshot of that?
yep
that's the spell, and it adds to effects the shield effect, but in a disabled state
Right. Click the edit button (next to the trashcan icon).
In the 1st tab, uncheck the Transfer to actor on Item Equip and the Effect suspended too
Check the Apply to self when used or something like that
And also make it a +5 instead of just 5. Doing that in active effects will save you some troubleshooting
that totally worked, thanks a ton!
The SRD spells are not made with MidiQOL in mind
beyond spells?
DFreds CE module has many effects and conditions mapped out already and can be used alongside MidiQOL's automation
Not sure as I am not using the importer, but I think Mr. Primate is doing some magic to make it work, but you need to have the proper settings and I cannot help with that
that's alright, but thanks again, I really appreciate it
You're welcome 👍
Did the version you imported from D&D Beyond have the wrong settings?
I haven't imported any yet, was just asking
the srd had the incorrect settings
has the mod been updated for v10?
Which mod do you mean?
midiqol
Yes it has
All of tposney's modules have
There are some issues that will pop up now and then though, be warned 😄
got it
I haven't migrated my campaign world to v10 yet. I am testing things out still
I haven't either since I use token attacher so much
Yeah. I stood up a local instance of v10 and started my testing that way. Have a spreadsheet with my modules and if need then anymore or such. Like I probably am fine with the built in pings functionality now so probably drop that module. Of course midiqol and dae amongst others are required for me :D. I come from FGU originally.
Someone asked about how to manage things like saving throws against grapple, or others where the player can choose to make a saving throw on their turn to remove a condition. Midi has a form of support for that, so I thought I'd attach the reply here in case others aren't sure how to do it. This is v10 only!
Set grapple to have an overtime effect, actionSave=true, saveAbility=str|dex and saveDC=whatever.
Midi won't do anything with the overtime effect, but if the player rolls a str or dex save on their turn (has to be in combat) midi will check the result against the save dc and remove the condition if it succeeds.
The save/failed save messages are generated by midi automatically.
I felt like this was a cleaner way to do these sorts of saves and the player can choose which save to use, rather than popping up a dialog on their turn.
I've got a game on Saturday am going to bite the bullet and make it v10. I may have no players left on Sunday:)
Yes it's a v10 thing and it's in the v10 readme (which is not the one on the front page of the gitlab). Sometime soon, I'll switch the default branch to v10 and stop making any changes to v9 and then it will appear automagically. Any way if you switch to the v10 branch on gitlab you'll be able to see the v10 readme.
Or if you look at the readme in the module folder you will be able to see it
Ah, makes sense. I don't plan on switching from v9 anytime soon
But I got a module that adds a fail option in lmrtfy so I just do turn end and have players purposefully fail the check if they don't use an action to escape (fail is treated as -1)
There are some very nice features in v10, the whole vision/detection changes plus the new journals are really good. But I understand the hesitancy.
Yeah, I have enough modules that would break and don't wanna deal with that in the middle of the campaign. Notes wise we use OneNote anyways and a lot of things are theater of the mind till combat starts and for us the v9 vision is enough. Plus with that fail lmrtfy module I have everything I need in terms of automation
My players are used to being guinea pigs - it's a good way to test that my modules work.
My players have started expecting new things to be broken each time they play, cos I'm always tinkering between sessions lol
@violet meadow deleting all effects won't fix the problem 😦
Is there a way to change the range checks to be from the edge of the attacker's token to the center of the target's, rather than center-to-center?
yeah that's super disorienting, having to set a melee weapon's range for a huge creature to 15ft
That's not the way midi works. It always does range from the edge of the token. My huge tokens have their attacks set to 5 ft and they work fine
That is an area of effect. They work differently
Dragon is a large token. he can't attack the firbolg because it's further than 10 away. I've overlaid a 10ft radius just for reference, bud.
Seems to be center-to-edge
But according to measuring from edge of dragon's token to edge of firgbolg, he should be 5ft away
Is there a grid on that map? There shouldn’t be any decimal places on a grid
We're gridless but the result is the same. Point being, when I set this dragon's attack to 5ft, as it should be, the dragon's token has to literally be overlapping the target for the attack to work.
If I set dragon's range to 5, and the firbolg is 5ft away, it says it's too far.
in reality, the firbold is less than 1ft away, and for mechanical positioning, it is 0ft
Again, the radius circle is just for reference
That’s a side effect of no grid. There’s no “outside “ of a grid less token.
Just a centre and a picture. But it doesn’t know how big the picture is
I don't think so. If I nudge the firbold ever so slightly to toward the dragon, the attack goes off. If I set the dragon's range to further than 5ft, like say, 10ft, the attack goes off.
It's very clearly measuring from center of the dragon to edge(ish?) of the firbolg
What seems to be happening is it's doing a center-to-edge check rather than edge-to-edge or edge-to-center
resulting in larger creatures having wonky range
actually, on normal-sized creatures, it feels more like center-to-center, weirdly
so i have no idea what it's doing
yeah we just did some measurements. Two medium characters, it's clearly center-to-center. But a large attacking a medium, it's center-to-just-past-edge
the normal-sized token is just barely in range of the dragon here
Yeah. It is a side effect of the way Foundry does gridless. It has to use centre to centre. But I believe it does math to remove the extra distance off of the range check
the warforged is still out of range here though
that one does definitely feel like center-to-center, but the first one (with the dragon) doesn't at all
yeah. Range finding doesn't work well without a grid. It works perfectly with one though
Too bad grids are for nerds
interesting
most of the code is designed around grids
not the end of the world, we can compensate for the large creature's range
I'm not sure what benefit you get from going gridless, to be fair
Yeah it's not that I can't compensate, just wondered if there was a setting to change how targets find one another
when i try to install Midi SRD i get "Installation failed: Could not fetch Package"
They're is not currently a setting for that
are you running v10?
yes, is that to be expected?
Could be. It isn't updated for v10 yet. Though that error says it failed to download the file from github
@novel gale we figured it out. When gridless, the range checker still uses the grid to find ranges. So if a creature is standing on a grid intersection (were the grid on) it measures range in an unintended way.
Counting your token as being in two squares at once for range checking, for example.
SO I'm trying to set up a move that forces a save at the end of each turn using Midi/DAE.
and its doing a weird thing. When I have the active effect on the character, it kind of works where it lets us know they're affected in the chat when their turn comes up, but then the combat tracker buttons freeze up
v10?
yea
And can you show the overtime effect?
screenshot of all my beautiful boxes
label=Grabbed!,
saveDC=14,
saveAbility=Str```
i just reverse engineered this from the baileywiki video
i have no idea what im doing cuz i cant install midi srd
to steal from
try "Grabbed!", and str
same behaviour
it works up until i start combat and go to Vilas' turn, then i cant advance the turn tracker anymore
well overtime effects should be applied in combat
It works for me on v9 so could be a v10 issue
[Detected 2 packages: system:dnd5e, midi-qol]
at Item5e.getSaveDC (item.mjs:533)
at Workflow.checkSaves (workflow.js:1959)
at Workflow._next (workflow.js:607)
at async Workflow.next (workflow.js:267)
at async Workflow.next (workflow.js:267)
at async Workflow.next (workflow.js:267)
at async Workflow.next (workflow.js:267)
at async Workflow.next (workflow.js:267)
at async Workflow.next (workflow.js:267)
at async Workflow.next (workflow.js:267)```
error message upon trying to advance turn
probably an issue with v10 midi. Someone else can confirm
when are the item macro midi spells going to work again
They work right now if your macros are set up correctly. If you mean the premade items in the midi SRD…maybe when someone gets around to updating them. But a Kandashi is pretty busy so that might be a while
How does one automate crit immunity? IE, something converts critical damage to normal damage. Adamantine armor, etc. I'm not sure which effect to use on the feature I'm trying to add in, if any.
flags.midi-qol.fail.critical.all
I think might be the one you're after
There's other options than 'all' if you only want crits to fail on weapon attacks etc
I don't know if this will work as armour, or if it will only work if the -attacker- has that effect on them, but worth a try
um... yeh you'd want override 1 I think
or custom 1
I think either way it makes it 1 = true
WOrks for me. otherwise I'll just tell the player and they'll click normal damage if it doesn't work out. Thanks!
give it a try, hopefully it'll work 🙂
Just going through my game migration to v10. One piece of advice (which I've not seen elsewhere). After installing the upgrade to foundry and updating dnd5e, start your world with all modules disabled (safe mode) when first bringing up the world, this gives the foundry/dnd5e migration code the best chance to work correctly. I've had too many cases where lots of actors were broken because some module did not deal with the data in the intermediate stage of being migrated (mine included). So far pretty good.
Notable problems, Active Token Effects does not work yet. Active Auras which is not marked as compatible seems to be working ok. Icon migration worked well. Not all vision modes were set correctly (I think), but a little hand editing seems to fix that.
G'day! Was pointed here to ask if there was a more in depth "hey, what does this button do?" kinda manual / wiki / etc. for MidiQoL besides the outdated version on github (which can still get technical) or the Bailywiki vids that came out a few months back? I mean, anything that explains all the settings to non-technical folk like me? @gilded yacht